forked from mirror/openmw-tes3mp
Refactor WorkQueue, merge WorkTicket and WorkItem
Allow the caller to hold on to the WorkItem. This makes it possible for a derived WorkItem to store the result of the work within the WorkItem itself.
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df57d4bfba
commit
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2 changed files with 59 additions and 69 deletions
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@ -1,9 +1,11 @@
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#include "workqueue.hpp"
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#include <iostream>
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namespace SceneUtil
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{
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void WorkTicket::waitTillDone()
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void WorkItem::waitTillDone()
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{
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if (mDone > 0)
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return;
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@ -15,7 +17,7 @@ void WorkTicket::waitTillDone()
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}
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}
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void WorkTicket::signalDone()
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void WorkItem::signalDone()
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{
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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@ -25,23 +27,16 @@ void WorkTicket::signalDone()
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}
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WorkItem::WorkItem()
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: mTicket(new WorkTicket)
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{
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mTicket->setThreadSafeRefUnref(true);
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}
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WorkItem::~WorkItem()
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{
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}
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void WorkItem::doWork()
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bool WorkItem::isDone() const
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{
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mTicket->signalDone();
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}
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osg::ref_ptr<WorkTicket> WorkItem::getTicket()
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{
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return mTicket;
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return (mDone > 0);
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}
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WorkQueue::WorkQueue(int workerThreads)
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@ -60,11 +55,7 @@ WorkQueue::~WorkQueue()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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while (!mQueue.empty())
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{
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WorkItem* item = mQueue.front();
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delete item;
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mQueue.pop();
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}
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mIsReleased = true;
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mCondition.broadcast();
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}
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@ -76,16 +67,20 @@ WorkQueue::~WorkQueue()
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}
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}
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osg::ref_ptr<WorkTicket> WorkQueue::addWorkItem(WorkItem *item)
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void WorkQueue::addWorkItem(osg::ref_ptr<WorkItem> item)
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{
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osg::ref_ptr<WorkTicket> ticket = item->getTicket();
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if (item->isDone())
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{
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std::cerr << "warning, trying to add a work item that is already completed" << std::endl;
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return;
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}
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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mQueue.push(item);
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mCondition.signal();
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return ticket;
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}
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WorkItem *WorkQueue::removeWorkItem()
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osg::ref_ptr<WorkItem> WorkQueue::removeWorkItem()
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
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while (mQueue.empty() && !mIsReleased)
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@ -94,7 +89,7 @@ WorkItem *WorkQueue::removeWorkItem()
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}
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if (mQueue.size())
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{
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WorkItem* item = mQueue.front();
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osg::ref_ptr<WorkItem> item = mQueue.front();
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mQueue.pop();
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return item;
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}
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@ -111,11 +106,11 @@ void WorkThread::run()
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{
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while (true)
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{
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WorkItem* item = mWorkQueue->removeWorkItem();
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osg::ref_ptr<WorkItem> item = mWorkQueue->removeWorkItem();
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if (!item)
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return;
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item->doWork();
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delete item;
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item->signalDone();
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}
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}
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@ -14,37 +14,61 @@
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namespace SceneUtil
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{
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class WorkTicket : public osg::Referenced
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{
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public:
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void waitTillDone();
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void signalDone();
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private:
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OpenThreads::Atomic mDone;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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};
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class WorkItem
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class WorkItem : public osg::Referenced
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{
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public:
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WorkItem();
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virtual ~WorkItem();
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/// Override in a derived WorkItem to perform actual work.
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/// By default, just signals the ticket that the work is done.
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virtual void doWork();
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virtual void doWork() {}
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osg::ref_ptr<WorkTicket> getTicket();
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bool isDone() const;
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/// Wait until the work is completed. Usually called from the main thread.
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void waitTillDone();
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/// Internal use by the WorkQueue.
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void signalDone();
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protected:
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osg::ref_ptr<WorkTicket> mTicket;
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OpenThreads::Atomic mDone;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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};
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class WorkQueue;
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class WorkThread;
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/// @brief A work queue that users can push work items onto, to be completed by one or more background threads.
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/// @note Work items will be processed in the order that they were given in, however
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/// if multiple work threads are involved then it is possible for a later item to complete before earlier items.
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class WorkQueue : public osg::Referenced
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{
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public:
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WorkQueue(int numWorkerThreads=1);
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~WorkQueue();
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/// Add a new work item to the back of the queue.
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/// @par The work item's waitTillDone() method may be used by the caller to wait until the work is complete.
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void addWorkItem(osg::ref_ptr<WorkItem> item);
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/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
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/// If the workqueue is in the process of being destroyed, may return NULL.
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/// @par Used internally by the WorkThread.
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osg::ref_ptr<WorkItem> removeWorkItem();
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private:
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bool mIsReleased;
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std::queue<osg::ref_ptr<WorkItem> > mQueue;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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std::vector<WorkThread*> mThreads;
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};
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/// Internally used by WorkQueue.
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class WorkThread : public OpenThreads::Thread
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{
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public:
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@ -56,35 +80,6 @@ namespace SceneUtil
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WorkQueue* mWorkQueue;
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};
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/// @brief A work queue that users can push work items onto, to be completed by one or more background threads.
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class WorkQueue
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{
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public:
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WorkQueue(int numWorkerThreads=1);
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~WorkQueue();
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/// Add a new work item to the back of the queue.
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/// @par The returned WorkTicket may be used by the caller to wait until the work is complete.
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osg::ref_ptr<WorkTicket> addWorkItem(WorkItem* item);
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/// Get the next work item from the front of the queue. If the queue is empty, waits until a new item is added.
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/// If the workqueue is in the process of being destroyed, may return NULL.
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/// @note The caller must free the returned WorkItem
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WorkItem* removeWorkItem();
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void runThread();
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private:
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bool mIsReleased;
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std::queue<WorkItem*> mQueue;
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OpenThreads::Mutex mMutex;
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OpenThreads::Condition mCondition;
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std::vector<WorkThread*> mThreads;
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};
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}
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